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Project: The TDC Community Project
Project Started: 3rd February, 2009 Last Update: 30th April, 2010
Project Owner: Jon Lambert Project Members: OMC Mkingy Matthew Wiese Neuro
Project Type: Collaboration of Epic Proportions Project Progress:
More Info: http://tdcproject.blogspot.com/


 

Public Forum ::. Initial Discussion
 

Posted By Message

Matthew Wiese

The Fencer

Registered
  01/02/2009
Points
  149

VIP Member360 Owner
9th February, 2009

Your not acting cocky. *Pats Jon on his back*

I agree with it. But I would like to suggest the only way to upgrade may be by destroying a boss in a quick time. If you beat it quicker, you get more exp points.

 
n/a

Gamemaker2010



Registered
  22/10/2008
Points
  31
9th February, 2009

i agree with the style

 
Whats a goon to a GOBLIN?

Matthew Wiese

The Fencer

Registered
  01/02/2009
Points
  149

VIP Member360 Owner
9th February, 2009

How many people do we need agreement with?

 
n/a

MBK



Registered
  07/06/2007
Points
  1578

VIP Member
10th February, 2009

"So does this mean that everyone agrees with the idea of?:
Leisurely pace-one can move through at a moderate pace if they want, but if they feel like taking it slowly, the plot won't be so restricting as to force them to continue. You should be able to avoid battles if you want to. A hub world leading to other worlds, may or may not be a map, and you can get to other worlds through the hub or by following a path from one world to the next (interconnected worlds). Steampunk style, but with cute, fun, colorful, vibrant colors to contrast the deep, grim, complex plot. Multiple playable characters with similar stats and controls but upgradeable and specific abilities, either upgrade through experience points or bosses. Build the game in such a way that people with any click product will be able to make levels and worlds."

Sounds like a good game, I agree.

"But I would like to suggest the only way to upgrade may be by destroying a boss in a quick time. If you beat it quicker, you get more exp points."

Good idea. Maybe the exp points could be "purchase points", and you could use them to buy new styles and abilities after boss battles (learn new ability), in Dojos (training for a combo move), in weapon shops (purchase weapons) and in clothing shops (new clothing that changes the style of current attack used)
Or something along those lines.

I think it should be just one of the ways though, not the "only" way to gain in experience points. If you do smart things during the battle, like use the environment against the enemy (throw barrels, snowballs, knock down trees, make the enemy fall off a cliff, cause a chandelier to fall, throw enemy through a wall, or whatever else), change fighting style several times during the fight, or win without taking damage, it could give extra exp points.

What gives extra exp points could be determined by the creator of the area. I think the base code for the way exp is gained should be determined by both time, health, mana, and sp though, not just time.


 
Click Me! http://www.create-games.com/project.asp?view=main&id=1444

http://www.mediafire.com/download.php?aoo1dnnlq5i

Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?

Matthew Wiese

The Fencer

Registered
  01/02/2009
Points
  149

VIP Member360 Owner
10th February, 2009

Yeah your right, purchase points for many things, not just stats or something, might be better.

 
n/a

Neuro

Ludologist

Registered
  29/10/2006
Points
  437

Game of the Week WinnerVIP MemberI'm on a BoatPokemon Ball!
10th February, 2009

I like a lot of those ideas, MBK, particularly more points for handling combat in unique ways. Hitting an enemy with a barrel or causing things to fall on their heads would give bonus points, and could potentially be greatly increase through combo attacks - either with hits in quick succession or the same attack hitting multiple times (skimming rocks over enemies heads could almost be a game within the game ;D).

All this would emphasize using the environment against the enemy, as opposed to head-on attacking. I'm not sure if this is a good way to go, but it would work very well with the steampunk theme, lots of weird technology to pull apart/kick/activate and turn into a weapon (though not literally). It gives a lot of opportunity for interesting abilities, too, with secondary functions like pulling items towards you or being able to move heavy objects, or just interacting with objects from a distance.

One thing I don't quite agree on is bosses giving more points if you defeat them faster. I guess it would be about how you balance the situation. Some abilities might be better at taking down a boss than others, so being stuck with a bad ability would be frustrating and not rewarding. Maybe just a bonus par-time giving some extra points, but penalizing the player for taking too long seems like a bad choice to me, especially when we want a more relaxed, exploratory pace to the game.

 
n/a

Homemade Games



Registered
  03/02/2009
Points
  18
10th February, 2009

I agree with Neuro there.

 
-------------

(Insert witty stolen catchphrase here.)

aphant



Registered
  18/05/2008
Points
  1242
10th February, 2009

"Good idea. Maybe the exp points could be "purchase points", and you could use them to buy new styles and abilities after boss battles (learn new ability), in Dojos (training for a combo move), in weapon shops (purchase weapons) and in clothing shops (new clothing that changes the style of current attack used)
Or something along those lines. "

Time would be a factor here. It would take a lot of time to code all the possible permutations to make something like this work. Not to mention animating all that extra stuff and designing how it would all work.

I agree with Neuro's point on exp from bosses. Having a game that lets you go at your own pace and then effectively punishing you for it would send mixed signals.

I disagree with awarding exp from defeating enemies and using the environment against them. Although awarding the player for thinking outside the box is a great idea, it'd make getting upgrades really easy. Should the player be maxed out before they even fight the first boss? To compensate, gains could be reduced. Would the player have any upgrades before fighting the first boss? There'd be a lot of balance involved to make sure that all players have the same general progression curve. Then at the same time, work would have to be done to make sure that you aren't overpowered before a certain point. A greater time investment in your character should not entitle the character to be powerful. Progressing through the game and defeating bosses should award power-ups, as well as the player's natural skill.

Simply put, it'd be much simpler if there were tokens used to upgrade abilities. These tokens would effectively be treated as power-ups. They could occasionally be found out in the open for easy pickings, or tucked away in some far off corner of a level that requires puzzle-solving abilities, or even awarded from defeating a boss. These tokens could even be divided up into three categories: Unlockers, that unlock n combos (either on the spot or back at the hub) for later upgrade; Ability upgrades, that would be used to upgrade only one of your abilities; Combo upgrades, that would be used to upgrade a combo. You could take 30 seconds solving the puzzle to get a token, or you could take 30 hours. The amount of time invested in getting it would be irrelevant, which promotes playing at your own pace.

You could award the player for using the environment to defeat enemies by making them drop recovery items. Low on health? Drop a chandalier on that guy and you'll get health back.

 

Neuro

Ludologist

Registered
  29/10/2006
Points
  437

Game of the Week WinnerVIP MemberI'm on a BoatPokemon Ball!
10th February, 2009

You could award the player for using the environment to defeat enemies by making them drop recovery items. Low on health? Drop a chandalier on that guy and you'll get health back.

I like this idea a lot better, something environmental affecting enemies in such a way they become a benefit to you, rather than a setback. This could easily play in with the style/narrative, and it's a perfect example of risk/reward (assuming dropping that chandelier requires you to go out of your way to do so). Things like that are what makes platformers the best game genre Functions/elements of the game that are neither an absolute benefit or hindrance, but affected by player actions, other functions/elements, or anything else. Allows level design to be extremely varied. I've been playing a lot of Mario 3, it's damn good

 
n/a

Matthew Wiese

The Fencer

Registered
  01/02/2009
Points
  149

VIP Member360 Owner
11th February, 2009

I want to write a quick story draft, and show it to you guys. I have one question, could the storyline be apocalyptic? Or does it have to be upbeat?

 
n/a

dndfreak



Registered
  11/01/2009
Points
  650
12th February, 2009

say, why not an xp bonus for overkill kinda like FF10?

Also, I have a good idea for basic level engine- remember the original Prince of Persia titles? They focused on environmental traps like spikes and pits (perfect steampunk stuff) with a few minibosses sprinkled throughout the game. You can download the dos game here: http://www.dosgamesarchive.com/download/game/158

note: vista or mac users will have to download dosbox (google it, its free) to run dos games.

Anyways, Our game can be like that. Set up a myriad of hidden switches and blade traps with a couple enemies per level. These guys will have about 5-10 minutes of work in them (for a fairly 'unskilled' player) with a ddr like finishing move system as seen in Star Wars: Force Unleashed on the Wii. It'd break into a scinematic when their health gets low in which the attack and jump icons will flash on screen. Hit them all to turn your opponent into a big gorey mess. Miss one or press the wrong button and you get knocked back while they gain a slight hp boost and you'll have to knock them down again for another chance. This makes a time exp bonus feasible as well by granting a penalty for each missed finisher.

 
Vegeta? What does your mother say about my power level?

ITS OVER 9000!!!

Neuro

Ludologist

Registered
  29/10/2006
Points
  437

Game of the Week WinnerVIP MemberI'm on a BoatPokemon Ball!
12th February, 2009

Environmental hazards are a must, and we can get really creative with steampunk themed things.

I don't like the finisher idea. Those kind of button-sequences are really cheap, tacked on, and have nothing to do with a game, unless it is in fact ddr

I like that you brought up gore, though. I haven't seen that mentioned anyway - I assumed we were going with a more cute-ish style, and automatically thought no gore. It might be cool, though. I don't really care if the game is gory or not. Maybe gore in a more subtle way, without crazy blood effects that I think most people are desensitized to... A little animation with a good bone-cracking sound can be just as effective as an over-the-top wound spraying blood everywhere.

 
n/a

aphant



Registered
  18/05/2008
Points
  1242
12th February, 2009


I assumed we were going with a more cute-ish style, and automatically thought no gore.



Only looking cute to detract from the darker themes!

"Why are these cute cuddly bears fountaining blood!? They're supposed to bleed rainbows!"

 

MBK



Registered
  07/06/2007
Points
  1578

VIP Member
13th February, 2009

Hmm ... now that would be a neat game ... a really serious looking character gets somehow gets sent into a dimensional portal and finds himself in a realllly cutesy world with cute "care-bear"-like bears, and "Pokemon"-esque other creatures, and bunnys and rainbows and bright everything with sunshine and sprinkles.

And he just walks around ripping their heads off and kicking them around the level. And when he does, they bleed Rainbows !!! ... pools of rainbow blood drizzles down as he rips a cutesy head off. Nothing harms him, but they do get in his way, and he has an insanity meter, and if you don't make it through the levels and find the portal home in time, he goes insane and shoots himself in the head.

It's irrelevant to this project, as it's a totally different type of game (rush through, not laid back). But it'd be funny to see such a thing. Could call it "Rainbow Blood: Escape to Reality".


 
Click Me! http://www.create-games.com/project.asp?view=main&id=1444

http://www.mediafire.com/download.php?aoo1dnnlq5i

Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?

aphant



Registered
  18/05/2008
Points
  1242
13th February, 2009

Honestly? I just want to see some smug nodding hamster get its head ripped off.

 
   


 



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